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    Rules Rules Rules Rules Rules Rules Rules Rules Rules Rules Rules

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    Contents

    111 ... GAME OBJECTIVES ........................................................................6

    222 ... DETAILS OF THE PLAYING AREA AND ACTIONS ......................................7

    2.1. THE PLAYING AREA (IDENTICAL FOR BOTH EUROBOT AND EUROBOT JUNIOR) ...............72.2. START AREAS .............................................................................8 2.3. TREASURE MAP............................................................................9

    a.

    Playing elements and position at the beginning of the game ................9

    b. Action and constraints............................................................. 10Constraints ................................................................................ 10

    2.4. THE TREASURE OF THE ISLAND........................................................... 11a. Playing elements and position at the beginning of the game .............. 11b. Actions and constraints.............................................................. 13

    BOTTLES IN THE SEA ............................................................................ 15a. Description of the playing area elements and position at the beginning. 15b. Action and constraints ............................................................... 16

    333 ... PROJECT PRESENTATION .............................................................. 17

    3.1. PILOT STUDY ........................................................................... 173.2. TECHNICAL POSTER ..................................................................... 17

    444 ... THE ROBOTS..............................................................................18

    4.1. GENERAL NOTES ........................................................................ 184.2. DIMENSIONS ............................................................................ 194.3. ENERGY SOURCES....................................................................... 214.4. OTHER DESIGN CONSTRAINTS ............................................................ 214.4.1. VISIBILITY............................................................................ 214.4.2. STARTING CORD...................................................................... 22

    4.4.3.

    EMERGENCY OFF BUTTON ........................................................... 224.4.4. AUTOMATIC SHUTDOWN .............................................................. 22

    4.4.5. OBSTACLE AVOIDANCE SYSTEM........................................................ 224.4.6. ROBOT LOCALIZATION BEACON SUPPORT .............................................. 224.5. SAFETY ................................................................................. 234.5.1. OVERVIEW ........................................................................... 234.5.2. LASERS ............................................................................. 244.5.3. POWERFUL LIGHTS ................................................................... 244.5.4. COMPRESSED AIR SYSTEMS ............................................................ 244.5.5. LITHIUM-BASED BATTERIES ........................................................... 24

    555 ...

    BEACON LOCATION SYSTEM ...........................................................25

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    5.1. GENERAL POINTS........................................................................ 255.2. LOCALISATION BEACON PLACED ON THE ROBOT .......................................... 265.3. FIXED BEACONS......................................................................... 265.4. COMMUNICATION SIGNALS ............................................................... 265.5. ROBOT IDENTIFICATION ................................................................. 27

    666 ... THE MATCHES ............................................................................ 27

    6.1. SET UP ................................................................................. 276.2. THE MATCH............................................................................. 286.3. SCORING SYSTEM........................................................................ 28

    777 ... CONTESTS .................................................................................29

    7.1. FOREWORDS ............................................................................ 297.2. APPROVAL PHASE ....................................................................... 297.3. THE QUALIFICATION ROUNDS ............................................................ 307.4. THE FINALE ROUND ..................................................................... 307.5. QUALIFICATION FOR THE NATIONAL FINAL................................................ 317.6. QUALIFICATION FOR THE INTERNATIONAL FINALE......................................... 32

    888 ... APPENDIX .................................................................................33

    8.1. PLAYING AREA - TOP VIEW .............................................................. 33

    8.2.

    COVER OF THE SHIP'S HOLD ............................................................. 34

    8.3. TOTEMS ................................................................................ 348.4. GOLD BARS ............................................................................. 358.5. COINS .................................................................................. 358.6. PALM-TREE ............................................................................. 368.7. SUPPORT FOR THE TREASURE MAP ....................................................... 368.8. BOTTLE'S SUPPORT AND BUTTON ........................................................ 378.9. PAINTS REFERENCES..................................................................... 388.10. MATERIAL REFERENCES ............................................................... 38

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    Presentation

    Eurobot and Eurobot Junior are two events open to young robotics amateursworking in teams. These teams can be composed of students involved in Eurobot asa school project, group of friends, or independent clubs. Eurobot and EurobotJunior share the same objective: to allow young people to be active in theirlearning, applying their knowledge and know-how by participating in a friendlyevent.

    About Eurobot

    The age limit for participating in the Eurobot final is 30 years.Each team may have a supervisor for whom the age limitdoes not apply. Teams that do not respect this age limit willnot be allowed to participate in the Eurobot European final.

    The technical challenge is to build an autonomous robot aswell as an optional secondary autonomous robot.

    About Eurobot Junior

    The age limit for participating in the Eurobot Junior final is18 years. Each team may have a supervisor for whom the agelimit does not apply. The technical challenge is to build aremote controlled robot as well as an optional autonomousrobot.Be careful, according to your countrys educationalorganisation, this age limit may be slightly different. Checkthe registration requirements stated by your NationalOrganising Committee.

    A team is a group of young people who have built one robot (and optionally asecondary robot) for the event. One person can be part of one team only, even ifboth teams belong to the same organisation, but we encourage teams to sharetheir experiences. The project can be supervised by someone over the age limit(teacher, parent, group leader, etc.), but the robot must be designed and built bythe teams members, not the supervisor.

    One organisation (club, school, etc.) can register several teams, if permitted bythe registration requirements set by your National Organising Committee. The

    acceptance of these requirements is compulsory.

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    Eurobot and Eurobot Junior are intended to take place in a friendly and sportingspirit. As in sports event, refereeing decisions are final, except if an agreementbetween all parties is met.

    Countries where more than 3 teams register must organise a national qualificationto select the 3 teams that will attend the international finale. Teams fromcountries with fewer than 3 registered teams can attend the international finalewithout the need for a national qualification event. These finale events take placein Europe, but remain open to countries from other continents.

    This year, the Eurobot and Eurobot Junior rules are almost identical.This means that some parameters have been merged. Accordingly,please read all the rules carefully even the chapters that may seemfamiliar to you (playing field dimensions, robots dimensions, etc.).

    The aim of this approach is to provide an almost common platform for theEurobot event, dedicated to autonomous robots, and for Eurobot Junior event,dedicated to wire-guided robots. Thus:

    a Eurobot organiser has also the ability to organise a Eurobot Juniorcontest, and vice versa.

    Exchanges of experience, emulation, are favoured between participantsfrom the 2 events

    WARNING! Although there are very few differences between Eurobotand Eurobot Jr rules, the document you are currently reading

    describes only the Eurobot rules.

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    111...GAME OBJECTIVES

    The robots have become pirates, and take part in a treasure hunt in order to gainas many coins as they can. They will have to undertake the following tasks:

    a. The treasure map: The robots must retrieve the map that shows the way tothe treasure.

    b. The treasure of the island: each robot must bring as many gold bars andcoins as possible back to their ship.

    c. Bottles in the sea: The robots have to discover the messages sent in bottles.

    Figure 1 General overview of the playing field and the playing elements

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    222...DETAILS OF THE PLAYING AREA AND ACTIONS

    Important information:While the organizational team strives to be as accurate as possible while buildingthe playing area, there may be deviations from the official dimensions because ofmanufacturing tolerances. No complaints will be accepted regarding thesedeviations. If any modification are made to the specifications, they will be madeavailable in a complimentary document on the website of your National OrganisingCommittee.

    Please note that the surface finish of the painted areas may differ between eachplaying field, and may deteriorate over time. The rules, the specifications of theplaying field and of the playing elements might be changed if problems arediscovered. We strongly recommend that teams regularly check both Eurobotwebsite http://www.eurobot.org/ and the website of your National OrganisingCommittee to check for updates to the rules or specifications. Teams should alsofollow the discussions on the forum http://www.planete-sciences.org/forums andthe information published therein.

    2.1. The playing area (identical for bothEurobot and EurobotJunior)

    The playing area is a rectangular plane 3000 mm by 2000 mm that can be made oftwo 1500 mm by 2000 mm pieces, depending on the woodworker, and inclined 10%toward the public for Eurobot Junior. It is painted mostly with a blue colour. (Seereference in the appendix)

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    Figure 2 View of the playing field

    The dimensions of the playing field as well as the placement of themovable playing elements are indicated on the drawings in theappendix.

    2.2. Start areas

    The start areas are located in the top corners of the playing field and are shown bya square painted in the teams colour. (Purple on the left, red on the right, as seenby the audience).

    Before the start, the robots must be entirely contained within the start areas. Ifyour team have built a secondary line following robot (see below), you may place

    the secondary robot in such a way that the sensor used for the line detection is atthe beginning of the black line, slightly outside your start area. The rest of therobot must, following the previous rule, be inside the start area.

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    Figure 3 View of the start area

    If neither robot of a team leaves the start area before the end of the match, thematch will be declared disqualified for that team.

    2.3. Treasure map

    As any respectful pirate who needs to find his way, getting thetreasury map is essential.Robots will have to make their way through tropical forest toget the map of Peanut Island and find its hidden treasure.

    a. Playing elements and position at the beginning of the game

    For this action robots have at their disposal the following elements: Treasure map: a thin plank leaning against the back border, represents the

    treasure map. It cannot be moved and, at the beginning, it is hidden bypieces of fabric.

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    Figure 4 The treasure map

    The Tropical forest: Two pieces of fabric, identical in shape but of differentcolour (red and purple) represent the tropical forest. Pieces of Velcro padare affixed at each corner of the fabric pieces (hook part of Velcro)

    At the beginning of each game the tropical forest is hiding the whole map.

    b. Action and constraints

    ActionThe robot must discover the map by completely removing the piece of fabric of itsteam colour. This action earns your team five coins.

    ConstraintsThe robot must keep the piece of fabric with it during the match. Please rememberto give it back to the referees before leaving the game area!

    Figure 5 Treasure map at the end of the game

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    2.4. The treasure of the island

    A long time ago, pirate ships landed on Peanut Island, in themiddle of the Pacific Ocean, in order to hide their treasures.They scattered their coins and their gold bars all over theisland. Your robot pirates will have to gather and bring backin their ship as many coins and gold bars as possible.

    a. Playing elements and position at the beginning of the game

    For this action the robots have the following playing elements: Peanut Island is drawn in the middle of the playing area and has the shape

    of a peanut. It consists of two jungles, represented by green disks,surrounded by the beach (yellow area) that has the shape of a peanut.

    The palm-tree is a decorative element

    The Totems are made of fixed alternating layers of cubes and rectangularboards, forming a system of shelves. The shelves allow, at the beginning ofthe match, to place 4 coins on the first shelf, two gold bars on the secondshelf and four coins on the top shelf. They are located in the middle of bothjungles on Peanut Island. The dimensions and the exact positions of thetotems are given in the appendix.

    Figure 6 The two totems with coins and gold bars on the peanut island

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    The ships are represented by the brown parts painted on the playing area aswell as the start areas. They are located along the side borders of theplaying field, one on the red side and one on the purple side. Each ship ismade of three parts:

    The captain's bedroom, being the start area.

    The hold is the portion bounded by a brown piece of wood on the sideand on the front corners of the playing area. Its covered with a lid.This lid is initially closed and can be opened by any means to an angleof 45. The opening is mechanically limited by a string on the side,outside of the playing field).

    The loading deck is the brown coloured area located between thehold and the captain's bedroom.

    Figure 7 The three parts of the ship

    White coins are thin disks with a cube fixed on one of the sides, allowing itto be slightly raised, making the handling easier by the robots. There is atotal of 38 pieces (black and white) on the playing area, that are commonfor both teams. The dimensions and the position at the start of the game aredescribed in the appendix.

    Black coins are identical to the white ones but are black in colour. Thereare four black coins, which randomly substituted for four of the white coinsbefore the start of the match. Coins located on the sea in front of thecaptains bedroom are always white.

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    Gold bars are represented bytrapezoidal pieces of wood, with the shape ofreal gold bars. They are yellow. There are a total of seven gold bars andthey are common to both teams. The dimensions and the positions at thebeginning of the match are described in the appendix.

    Figure 8 The white and black coins and the gold bars on the playing field

    b. Actions and constraints

    Actions

    Each robot must recover as many gold bars and coins as it can, and bring them backto their ship (place them in the loading deck, the hold or the captains bedroom).Caution: the black pieces of money do not count for any points!

    To increase their treasure, the robots may go to their opponents ship to get itstreasure (gold bars or coins). When getting opponents treasure, it may only betaken from the loading deck or the hold, not the captains bedroom! Note that theships hold is covered at the beginning of the match, but the robots are allowed tolift it.

    At the end of the match, only the golden bars and coins completely containedwithin the area of the ship are counted. Each golden bar is counted as 3 coins andeach coin as 1 coin.

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    Figure 9 Example of playing field at the end of a match Constraints

    The robots are not allowed to go into the opponents captain's bedroom.

    Each team can store only a single gold bar and up to four coins inside its owncaptains bedroom. No extra playing element will be taken into account whencounting points.

    Only elements on the loading deck and in the hold of the opponents ship may be"stolen" by opponent's robot.

    The elements within the opponents ships hold may be taken only if the cover hasbeen raised up.

    A coin or a gold bar is only recognized if its vertical projection is fully included inthe boat. For the playing elements between the captain's room and deck load, thecontact between the surface and the playing area will determine whether the

    object is considered in one or other area. In the absence of contact with thesurface, the playing element will be invalidated.

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    Bottles in the sea

    All Peanuts Island's secrets have still not been discovered!

    The pirates have left some enigmatic notes put into bottlesand thrown in the sea. Robots have to find the bottles anddiscover their secrets.

    a. Description of the playing area elements and position at the beginning

    For this action, the robots have the following playing elements:

    bottles are represented with real plastic bottles, decorative. They arelocated on the outside of the border facing the public. The colours of the 4bottles alternate (red-purple-red-purple). Each team can manipulate twobottles (the one of their start area's colour). A push-button device allowsunrolling the message. At the beginning of the match, the push-buttons arenot in contact with the border of the playing field, but they are in the axe ofthe required movement to validate the action.

    Figure 10 Bottles in the sea, containing messages

    there is a black line from the start area to the nearest bottle of the team'scolour. Your secondary robots may choose to follow this line. Please note:the building of this secondary robot is optional.

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    Figure 11 The black line connecting the start area to the nearest bottle of the samecolour.

    b. Action and constraints

    ActionEach robot has to push the buttons of its colour against the border of the playingarea in order to unroll the piece of fabric representing the message.

    Only buttons completely pushed against the border of the playing area will becounted. Each button completely pushed counts as 5 coins.

    Figure 12 Invalid action Figure 13 Valid action

    ConstraintsYou should not push the buttons of the other team (otherwise you will give pointsto the other team).

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    333...PROJECT PRESENTATION

    Both Eurobot and Eurobot Junior encourage you to practice science throughentertainment. One of the fundamental objectives is to assist and value your workand projects of this year. For this, we require you to make a Pilot study and aPoster.

    3.1. Pilot study

    Over the year, each team is required to submit a pilot study to the refereeingcommittee; the submission deadline is specified by your national organiser.The purpose of this paper is to provide a clear and concise vision of your projectfocusing on 2 topics:

    General information (team, schedule, budget) Technical information (strategy, technical choices, etc.). It should include

    details about mechanics, electronics and the software your team plans touse. If possible, your pilot study should include illustrative diagrams andpictures. This part must be written using a template (downloadable from the

    registration website).

    The goal of the pilot study is not to give the teams more work, but to help themcomplete their project successfully. The refereeing committee will study it in orderto identify possible misunderstandings of the rules, etc. as soon as possible in thedevelopment process. Thus it will allow us to recognize doubtful solutions and tohelp teams to avoid failure situations.

    3.2. Technical poster

    Each team is required to provide a technical poster.This poster should present information related to the design of the robot(drawings, technical references, design specifications, etc.). It should be at leastDIN A1 (594x841 mm) in size, and ideally should be printed. The poster is intendedto promote exchange and communication between teams.

    Effort should be made to make the poster understandable to a non-technicalaudience. Ideally the poster should include pictures and diagrams to help explainthe concepts.The poster must also include:

    the name of the team,

    the names of the team members,

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    the nationality of the team.This poster will be displayed in the team's pit. An English version of the postermust be supplied. Optionally, the team can provide other language versions aswell. The poster must be supplied to the Eurobot association in PDF Format. Thechosen resolution of the PDF must guarantee that all texts on the poster willremain readable. If possible, the file size of the PDF should remain below 25 MB.The PDF Version of the poster may be sent to Eurobot beforehand via your NationalOrganising Committee, or may be provided on CDROM or USB key at the time of thecompetition, during the approval of your robot.In general Eurobot encourages the teams to communicate about their projects, forexample by posting information on Internet, in the Eurobot forums, etc.

    444...THE ROBOTS

    4.1. General notes

    Each team can use up to two autonomous robots, a "Main Robot" and a"Secondary Robot" with different dimensions.

    Building the secondary robot is optional. One of these objectives is to allowteams with many members to work on a second project. It is recommendedfor novice teams to focus on building a single robot first. Indeed, it is betterto have one robot that works well instead of two that don't move!

    The path leading to the playing fields may include stairs, especially whenaccessing the stage. Two team members only are allowed into the backstagearea and on the stage. Therefore, we recommend to develop easilytransportable equipment.

    The "Secondary Robot" can play only with the "Main Robot" with which it wasdesigned and approved. It cannot be "re-homologated" with another "MainRobot".

    Except in front of his own boat, a Main or a Secondary robot must not blockthe robot(s) of the other team. If the referees suspect such action isintentional, the team may be penalized.

    A robot may not cause intentional damage to the opponent robot, theplaying area, or any of the playing field elements.

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    The Main Robot and the Secondary Robot must both be made of conjoinedparts (they cannot drop parts or components on the playing field).

    It is not fair play to use colours or objects in the construction of yourrobot(s) that look similar to the elements of the playing field. This canconfuse the opponent. This detail will be checked during the approval ofyour robot.

    Robots may not attach themselves to the playing field (e.g. by usingsuction). At any time during the match, the force required to lift the robotmust not be greater than its own weight.

    Robots will not be approved if they are using systems that deliberatelyvibrate the table or use systems designed to make any other illegal action. Ifyou have any doubts please contact the referees.

    Be creative! For example, as an innovation but also to provide to the publicand the media an attractive show, your robot can use sounds, displayexpressions...

    4.2. Dimensions

    Warning: In order to facilitate Eurobot Junior participants to take part to Eurobot,in this year rules the size of the Main Robot and the Secondary Robot are changed.The dimensions are the same for both contests and a robot built for Eurobot Junioris potentially approvable for Eurobot.

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    Dimensions of the Main Robot and the Secondary Robot.We measure the perimeter of a robot as in the attached drawing:

    Main Robot dimensions: Secondary Robot dimensions:

    The perimeter of the Main Robot should not exceed 1200 mm at the time ofdeparture. The perimeter of the Main Robot fully extended must not exceed 1600mm during the match.

    The perimeter of the Secondary Robot is independent of Main Robots. It should notexceed 800 mm at the beginning and not exceed 1000 mm fully extended duringthe match.

    The height of the Main Robot and the Secondary Robot must not exceed 350 mm,excluding beacon support and possible sensors and electronic circuits associated tothe beacon and integrated in the beacon support's mast.

    However, it will be tolerated to have the emergency stop button exceeding thisheight limit to 375 mm.

    In any case, at the beginning of the match the set (Main + SecondaryRobot) may not exceed the start area. An exception is granted for theparts of the secondary robot needed to follow the line.

    Starting position 800 mm

    Deployedconfiguration

    1000 mm

    Starting position 1200 mm

    Deployedconfiguration

    1600 mm

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    4.3. Energy Sources

    All forms of energy sources stored in the robot are allowed (batteries,springs, compressed air, gravitational energy...), with the exception ofenergy sources with use of chemical reactions like combustion orpyrotechnic processes, which are prohibited for safety reasons. In addition,the use of corrosive products is prohibited and the splash of liquids is notallowed.

    If you have any doubt about an unusual energy source, ask the refereeing

    committee ahead of time.

    To avoid the risk of fire it is requested to pay special attention to the choiceof conductors, depending on the intensity of current passing through them.It's also recommended to protect the wiring with a fuse, wired to thenearest battery.

    Battery

    Robots must be able to play three consecutive games. Note that this includes thetime required for the stand by, during which the robot is powered on and waitingto start. Therefore, we strongly recommend that teams bring several sets ofbatteries, and provide easy access to them in the robot for their replacement,keep permanently a set of batteries fully charged.

    For Note on the use of Lithium-based batteries see chapter 4.5.5

    4.4. Other design constraints

    4.4.1.Visibility

    Two rectangular areas of 100 x 70 mm should be left free on two sides of the robot(choice of the sides left at the discretion of the team).The teams will receive stickers printed by the organization (number of the team,sponsors of the event). These stickers must be placed on these 2 rectangular areas.

    Teams are strongly encouraged to make visible the mechanism inside the robot(s).This in order to allow the audience and other participants to see how the transportof elements is managed inside the robot(s).

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    4.4.2.Starting cord

    The robot(s) must be equipped with a starting device that shall be easily accessibleon the robot. It shall be triggered by pulling a cord at least 500 mm long. This cordshall not remain attached to the robot after it has been started. Any other system(remote control, toggle switch directly activated by hand, etc.) will not beapproved.

    4.4.3.Emergency OFF button

    The robots must include an emergency off button, with a diameter of at least 20mm painted in red (for example a safety emergency stop button). It shall be placedon the top of the robot, in a conspicuous position and in a zone that is notdangerous and that is immediately accessible to the referee at any time during thematch. The stop button must be actuated by a simple downwards motion (such as ahit with the fist).Pressing the emergency button must result in the immediate shut down of all of therobots actuators, leaving them limp (not actively braked nor energized).

    4.4.4.Automatic shutdown

    All autonomous robots shall accommodate a system that shall stop the robotautomatically at the end of the 90 seconds match duration.

    4.4.5.Obstacle avoidance system

    Teams are required to equip their robots with an obstacle avoidance system. Thesystem is intended to prevent collisions between robots, and resulting damages,during a match,This will be systematically checked during approval. Teams are not allowed to

    disable deliberately their avoidance system after the approvals.

    4.4.6.Robot localization beacon support

    It is strongly recommended to design the robot(s) with a support to accommodate alocalization beacon prepared by the opposing team.If desired, the support can be designed to be detachable, so that it is only used ifthe opponent needs it. In this case the design must allow the support to be quicklyinstalled before the match.

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    However, a team may choose not to propose a beacon support. In this case, if theopponent has a beacon and wants to use it during the match, the team will bedisqualified (for the match) for not providing the support.The beacon support shall at all times comply with the following constraints:

    It is an 80x80 mm square surface, located 430 mm above the floor level,allowing placing the other teams beacon.

    The platform surface of the support shall be fully covered with Velcro(rough "hook" side)

    This area must be in the middle of the undeployed robot and must remain ascentrally as possible on the deployed robot.

    The structure supporting this platform must stay within the verticalprojection of this platform

    The mast can only host sensor and electronic circuits The mast should be stable and must be able to support at least a weight of

    300 g.

    4.5. Safety

    4.5.1.Overview

    All the systems (robot(s) and beacons) shall respect existing national andEuropean laws and specifications. Specifically, the systems used shall complywith legal safety regulations and must not endanger the participants or thepublic both during matches and in pits and backstage.

    The robots must not have any protruding or sharp parts that may be able toinflict injury or to be dangerous.

    The use of liquid, corrosive, pyrotechnics and of living things is prohibited.

    All robots must comply with the legal standards concerning low voltage.Therefore, the internal voltage of the robots shall not exceed 48 V.

    It is permitted that potentials higher that 48 V exist, but only inside sealedcommercial devices (such as lasers or LCD display back lighting) and only ifthese devices have been left unmodified, and if they comply to national andEuropean regulations.

    As a general rule, any device or system considered as potentially dangerousby the referees will be rejected. It must be removed from the robot prior tocompetition, or will result in the team's disqualification.

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    4.5.2.LASERS

    Only considerations based on laser class definition (in the EN 60825-1:2007,Edition 2 -Safety of laser products Part 1: Equipment classification andrequirements standard) will be taken in account. Teams using a laser will have toprovide the classification notice of the equipment, or the data sheet of the lasercomponent. Not being able to provide such documents will prevent the robot to beapproved.

    Based on the classification, it is allowed to use lasers of Class 1, 1M, (2, 2M). All

    other classes (3R, 3B and 4) are strictly forbidden.Lasers class 2 and 2M are accepted if and only if the laser beam is neverprojected outside the table.

    CAUTION: disassembling or modifying devices using laser sources often leads to achange of class. The laser devices should be used in the state of their marketing(laser device = Source + Electronics + Optical).

    4.5.3.Powerful lights

    When high intensity light sources are used, be aware that the light intensity can bedangerous for the human eye. Note that some commercially available high powerLED devices can exceed this limit. Be responsible! Your machines are evolving infront of an audience that is not informed of the specificities of each robot!

    4.5.4.Compressed air systems

    All pressure systems must comply with the Conseil Gnral des Mines Decree 63of January 18, 1943 and Ministerial Order of July 25, 1943:

    Maximum service pressure: 4 bars Maximum pressure x Tank volume < 80 bar.liter

    4.5.5.Lithium-based batteries

    This type of battery is allowed under the following conditions: A suitable charger must be shown at approvals Li-Ion Batteries are permanently contained in special fireproof bags (either

    inside the robot or on the stand, even in storage)

    A system to detect underloading is also highly recommended

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    These conditions apply except in the case of Lithium-based batteries used in LEGOMindstorm/laptop/cell phone, as long as:

    they are not removed from the initial device they are used for the use intended by the manufacturer.

    555...BEACON LOCATION SYSTEM

    5.1. General points

    The playing field includes beacon supports for the teams wishing to developbeaconbased localization system.The beacon supports are placed on the playing field and on the robots as describedbelow. They are positioned outside of the table.

    The bottom sides of the beacons (fixed ones and embedded ones) must: be equipped with a Velcro (loops side) so that it can be fastened to the

    supports.

    stay on their supports during the whole duration of the game.

    All the safety rules regarding the robots also apply to the beacons.

    1 2

    3

    350 mm

    430 mm

    510 mm

    Legend:

    1: fixed beacon (maximal size L x W x h: 80 x 80 x 160 mm)

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    2: embedded beacon (maximal size L x W x h: 80 x 80 x 80 mm) 3: support's mast (can accept sensors and associated elements only if they

    remain inside the vertical projection of the support)

    5.2. Localisation Beacon placed on the robot

    A beacon can be placed on the opposing robot in order to localize it.This beacon must be fixed on the dedicated support on the opposing robot.The maximum size of an embedded localisation beacon is a cube of 80 mm side.

    According to fair play, the elements used in the beacon must have a real use.The topside of the beacon must be covered with Velcro (hooks side) in order toreceive the identification tag of the robot with the same colour as the team.

    5.3. Fixed Beacons

    Each team can place a beacon on each of the fixed support attributed to the teamand placed around the playing field. (See appendix for the allocation of beaconsupport to each team)

    The beacons must be fully contained in a square base

    of 80 mm sides and must be no taller than 160 mmheight.

    The fixed beacons can be connected to each other bya cable. This cable must not disrupt the match. Theinstallation of the whole system must be possible inthe 3 minutes allowed for the preparation of thegame and must not disturb the opposing team.

    5.4. Communication signals

    In order to prevent interference between the two teams, it is recommended tocode the communications signals. We strongly recommend to teams using infrareddevices to take into account the strong lighting conditions used during the games.Moreover, those lighting conditions can change during the game, and may varydepending on the location of the playing field in the room.

    We also remind you that the organisers' teams often use high frequency radiodevices and that they cannot, in any circumstances, be held accountable for anymalfunction experienced by the robots.

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    6.2. The match

    Once the referee gives the start signal, the robot is turned on. Under nocircumstances it is allowed to touch the robots, the playing elements or the playingfield during the match. Any manual intervention on a robot, a playing element orthe playing field, without explicit permission from the referee can lead to adisqualification for the match.

    No element accidentally falling from the playing field may be put back before theend of 90 seconds.

    At the end of the game, no one but the referee can touch the robots or theplaying elements. The referees count the points; they give the match result,including the points scored by each team. If both teams agree, they sign the scoresheet, and can then pick up their robot and return to their pit. If the teams do notagree, they talk things through calmly. The robots remain in place until the disputeis resolved. Refereeing decisions are final.

    In the event of an undecidable situation, the referees reserve the decision toreplay the match.

    If neither of the two teams has scored during the 90 seconds, the match result willbe a double defeat.

    A team is declared disqualified for the match either when none of its robotsentirely exit the starting area during the match or as a result of a refereesdecision.

    6.3. Scoring system

    This year, at the end of a match, the points are counted as "coins". The refereeswill count the points for each team as follows:

    5 coins for the discovery of the map. 1 coin per coin brought into the hold, the deck, or the captain's cabin. 3 coins per gold bar brought back in the hold, the deck, or the captain'scabin. 5 coins per button completely pushed against the edge located under thebottles.

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    also be checked (timer, avoidance of the opponent for autonomous robots,etc.).

    If the set composed of the main robot and its secondary robot meets theserequirements, it is declared approved.

    Significant technical changes after approval. It is mandatory to inform thereferees of any significant change (functional, structural, dimensional...)made to the set of robots after its approval. The referees will then verifythe changes and may repeat the approval process if they consider it isnecessary.

    7.3. The qualification rounds

    During the qualifying rounds, the approved teams will be able to participate in atleast 3 matches (sometimes more, when organisers decide so). After each match,each team is awarded additional points as follow:

    in case of victory: number of accumulated coins + 10 bonus coins in case of draw: number of accumulated coins + 5 bonus coins in case of loss: number of accumulated coins + 2 bonus coins

    in case of disqualification: no coin

    In order to determine the teams qualified for the final round, a ranking is set up,based on points accumulated during the qualifying rounds.

    At the end of the qualifying rounds, in case some teams are tied, they will beranked by comparing their scores without considering the bonus points. In the casethe teams are still tied, the referees may decide to organise extra matches. In thiscase, pairs of teams competing for the same place will be randomly drawn, and thewinner of the resulting matches will move on to the final round. In case of an oddnumber of teams, one extra match will be drawn at random and played on thesame basis.

    7.4. The finale round

    After the qualifying rounds, the first 8 or 16 teams (depending on number ofapproved teams) will participate to the final phase according to Figure 14.

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    Figure 14 Final phase scheme

    The games of the final round are on a knockout basis.In case of a double disqualification, double defeat or a tie, the match is playedagain immediately; if this second game is still a case of double disqualification,double defeat or a tie, the winner will be determined according to the points

    accumulated during the qualification rounds.

    The matches for first and second places will be played as "best of three". Watchout: for autonomous robots, make sure to have enough batteries.

    7.5. Qualification for the national final

    Where there are regional qualifications (like in France), the number of teamsqualified at the regional level is proportional to the total number of teamsregistered at the national level.

    Each Local Organising Committee: must send to the national finale the teams ranked in the best positions in

    their regional qualification (at the end of the qualifying rounds, not at theend of the finale round)

    can choose one team freely (a special prize like creativity, fair play,communication... or a team well ranked)

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    7.6. Qualification for the international finale

    Each country participating in Eurobot and / or Eurobot Junior organises a nationalmeeting to determine the teams qualified for the international phase. The NationalOrganising Committee:

    must send to the international finale the teams ranked at the first andsecond position in their national qualifications (at the end of the finaleround, not at the end of the qualifying rounds)

    can choose the third team freely (a special prize, or the team arrived inthird position, etc.)

    The organisers of the international final of Eurobot and / or Eurobot Junior reservethe right to open the final meeting to more than 3 teams per country, and in thiscase will inform the National Organising Committees as soon as possible.

    For questions and comments, a volunteer from the refereeing committee willanswer you on the forum, in Eurobot, Eurobot Jr sections

    http://www.planete-sciences.org/forums/

    Website of Eurobot and Eurobot Junior(Contains links to National Organising Committees)

    www.eurobot.org

    The whole organisation team wishes you much fun and success for the comingmonths, and looks forward to seeing you soon around a playing field for

    TREASURE ISLAND!

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    888...APPENDIX

    8.1. Playing area - Top view

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    8.2. Cover of the ship's hold

    8.3. Totems

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    8.4. Gold bars

    8.5. Coins

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    8.6. Palm-tree

    8.7. Support for the treasure map

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    8.8. Bottle's support and button

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    8.9. Paints references

    Area Colour Reference

    Sea (main game area) Clear blue RAL 5012 Matt

    Island sand, Gold bar Yellow RAL 1023 Matt

    Start zone, Bottle, Button Red RAL 3001 Matt

    Start zone, Bottle, Button Purple RAL 4008 Matt

    Jungle, Island on the map Yellow-Green RAL 6018 Matt

    Boat, Totem, Palm tree trunk Brown RAL 8002 Matt

    Line (for secondary robot) Black RAL 9005 Matt

    8.10. Material references

    Elements Material Comment

    Playing area Wood unknown density

    Gold bar Wood unknown density

    Coin CD-ROM -

    Booster for coin Wood unknown density

    Cover of the ship's hold Plasticunknown density

    Transparent

    Map Paper A3

    Bottle Plastic bottle 0,5 litter

    The density of the wood used may vary from one country to another. Consequently

    the weight can change significantly. That's why teams are recommended to testtheir robot with several types of wood.

    The density of plastic may vary from one country to another. We recommend theuse of polycarbonate for its robustness to shocks.